[My Own Historical Lore on Blue Mage in FFXIV]
- The Azure Lore was a sacred art, used by the Old Garlean Empire, that was designed by the ancients to learn and hone in on its attacker's style of combat; Blue Mages had the ability to manipulate the battlefield by shifting to its enemy's weaknesses and exploiting it to gain the higher ground. They can foresee the intent of their enemy, and judge accordingly, allowing them to not only Learn their foe, but also judge the next move.
But seeing how powerful this art was, the Supreme Emperor of that time period, tasked a new army, known as Judges, to seek, destroy, and kill those pertaining to art of the Azure Lore.
This caused the few remaining Blue Mages to flee the Old Garlean Empire and enter the domain of the Old World, Sharlayan; an empire outside the dominion of the Garleans.
Seeing this new knowledge and skill, the Sharlayan welcomed the Azure Lore and began studying their conjure, incorporating and engineering their own knowledgeable skills with the aetherial current.
After generations have passed and the Azure Lore began to phase away, the new Blue Mages, stringing forth from Old Sharlayan Aetherial Tome, have embraced the Correlation Tome; a knowledge of the combined force of Aether and Blue Magic.
And now, as the Garlean Empire is at its rise in power, the Blue Mages must return to bring the equilibrium back to the nations…
[The Waking Beast]
Job: Blue Mage
Class: Tank
Weapon: Hammer / Mana Shield
Sub-Weapon and Mechanic: Correlation Tome [*This Tome hovers around the Blue Mage like a fairy]
-
Job Icon Ideas:
#1 Sort of playing with the SCH’s Icon, to make it almost look like a Hammer, but also a book (Since he has a Tome floating around lol)
*This is due to the fact that I believe Alphinaud will become one in the next expansion…
#2 Plays the image of the top of the hammer and the eyes of a beast.
*I have them drawn, will post once I converted them =D
-
[Re-Introduction]
-Building off the structure I had originally designed, and taking a few things into consideration: simplicity, button bloating, and the fundamentals of Final Fantasy XIV's tanking system; I restructured a few things to make it fit that "FFXIV Mold."
Originally I had the Blue Mage with dual swords, and then I changed it to have a powerful iron hammer. Yes... unconventional, but hey, I want a hammer!
*I believe Thor had something to do with that change…
*I do still have a double Falchion Concept, so if people would prefer him with swords, I can change it.
*It was also SO SO hard abandoning my roots from FFXI... seriously; so many good and fond memories from the Blue Mage in FFXI. But seeing how different FFXIV is I had to make a lot of sacrifices from this concept and go into the Blue Mage's original roots from previous games.
[The Correlation Tome Mechanic Explained] (And Simplified)
The Correlation Tome has gone through changes, the Blue Mage can change the Correlation Tome now as it’s a "Stance" Rather than it automatically shifting depending on the enemy being faced; that way it gives the player total control.
[The Correlation Tome Synchronization]
*This is part of the Blue Mage's rotation Mechanic.
* Went into a bit more detail, sometimes its hard to explain certain things without visually seeing it lol
In order to further enhance each “Stance” the Blue Mage must perform rotations with the correct Blue Magic and Weapon Skills.
A little further down there’s rotation examples, and it’ll have which Blue Magic Spells to weave alongside the Blue Mage’s weapon skill rotation.
*What does Synchronization Mean?
- The Blue Mage can synchronize its Stance 4 times, this means that after each Rotation, the Correlation Tome is enhanced by a certain percentage.
- *If the Blue Mage misses a combo in the rotation, or utilizes an Ability / Spell that's off the combo, the synchronization goes back to normal state.
- *So the goal is to continue the Stance Cycle >> Guard-Off >> and begin again to take advantage of the buff.
*The Tome begins to brighten its glow (The Book hovering around the Blue Mage)
-Blue (Default) sees the following enhancements:
*Blue is just his non-stance form.-
- • Attack and Defense: 10% >> 11% >> 12% >> 13% >> 14% [Maximum]
-Serenity (This is the Blue Mage's Enmity Stance) sees the following enhancements and penalties:
- • Reduces Damage Taken by: +15% >> +17% >> +19% >> +20% [Maximum]
- • Increases Enmity Generation
- • Increases Manashield Activation: +15% >> +17% >> +19% >> +20% [Maximum]
- • Reduces Damage Dealt by: -20% >> -19% >> -17% >> -15% [Maximum]
o Guard-Off Additional Effect: [If fully Synchronized]
o Winds of Promyvion: Envelopes Party Members within range with a Wind Shield and a Regeneration Effect.
-
- Damage Reduction: 50%
- Duration: 10s
- Increased Enmity
-Rage sees the following enhancements and penalties:
- • Overall Damage Dealt: +15% >> +16% >> +18% >> + 20% [Maximum]
- • Cast Time Reduction: -10% >> -11% >> -13% >> - 15% [Maximum]
- • MP Consumption: +25% >> 24% >> 23% >> 20% [Maximum]
- • Reduced Defense: -30% >> -29% >> -27% >> -25% [Maximum]
o Guard-Off Additional Effect: [If fully Synchronized]
o Dragon Force: Enhances Attack and Magic Attack for Party Members within range by 5%
- Duration: 10s
Now, the Correlation Tome Glows Differently:
-
- o Red: Attack Mode [Attack - / Defense +]
- o White: Enmity Mode [Attack + / Defense -]
- o Blue: Default
So pretty much, his Mechanic is based off which Stance he is using. Blue stance is default, and has an inane 10% boost to both Defense and Attack.
[Blue Mage Stance Finishers]
Lastly, the stance being used has a “Finisher” Special upon executing the final chain in the combo, this “Finisher” is automatic; the spell is given by "Learning"
• After Executing Drakensfiend, the final Weapon Skill in the Combo, the following finisher occurs depending on the "Learning" Ability:
- o (Serenity) Stone Breath
- o (Rage) Fire Breath
- o (Blue) Bad Breath
* Bad Breath: Potency 220
-
- Additional Effects: Slow, Poison, Paralyze, Weight, Silence
- Duration: 5s
[Blue Mage Abilities]
-
-• (1) Learning [Ability] [Instant /2.5s] - Correlation Tome grants a finisher to the end of the combo with of the following spells: Guard-Off removes the Learning Ability, must reuse after a Guard-Off.
- • Bad Breath - Blue
- • Fire Breath - Rage
- • Stone Breath - Serenity
• (2) War Dance [Ability] [Instant / 60s] - Increases Physical and Magical Damage dealt by 25%
- o Duration: 25s
• (30) Correlation: Serenity: [Instant/ 10s] A Cocoon surrounds the Blue Mage and Reduces damage taken by 15%, Increases Mana Shield Activation Rate by 15%, Increases Enmity, while reducing damage dealt by 25%. Correlation Tome glows White.
-Duration: 10s
- o Additional Effect: Correlation Synchronization
- o Effect Ends with Guard-Off
- o Winds of Promyvion: [GCD 120s] Envelopes Party Members within range with a Wind Shield and a Regeneration Effect.
-Physical Damage Reduced by 50%
-Regen Potency: 100
• (30) Guard-Off: [Instant / 2.5s] – The Correlation Defuses its Synchronization Alignment and strikes enemies within range with a Fiery Explosion with a potency of 100 (180).
- o Restores Partial MP depending on the Synchronization Alignment by 8%, 12%, 13%, or 15%% of Total Damage Dealt to Enemies within Range
- o Additional Effect: Increased Enmity
• (35) Correlation: Rage: [Instant/ 10s] Ignited with a Roar, the Blue Mage increases overall potency by 15%, reduces cast time speed by 10%, while reducing defense by 30% and increasing Magic Point consumption by 25%. All Blue Magic can be casted at will outside Combo with the Potency Bonus. Correlation glows Red.
-Duration: 10s
- o Additional Effect: Correlation Synchronization
- o Effect Ends with Guard Off.
- o Dragon Force: [GCD: 120s] Enhances Attack and Magic Attack for Party Members within range by 5%
• (38) Mighty Guard [Ability] [Instant / 180s] - Reduces Physical and Magical damage taken by 25%.[LIST]
- o Duration: 10s
- o Additional Effect: Regen Potency 120
- o Additional Effect: Serenity: Physical Damage Reduced by 30%
- o Additional Effect: Rage: Magical Damage Reduced by 30%
• (46) Manachannel [Ability] [Instant / 120s] Increases Manashield block by 50% and grants a period of Magic Regeneration.
- o Duration: 15s
• (50) Angel Whisper [Ability] [Instant / 240s] - Upon death resets the caster's HP to 25% of max HP at the expense of losing all enmity. Correlation Tome diffusion offset by 15s, Correlation Tome Stance delay 10s.
- o Additional Effect: Correlational Weakness 15s
- o Duration 15s
- o Restores 25% of Max HP.
• (60) Matra Magic [Ability] [Instant / 120s] Allows damage received to be taken from MP rather than HP.
- o Duration 5s
[Blue Mage Spells]
¬-
*Note on Blue Magic
- All spells can be casted, but additional effects are only granted during the Combo
- 1,000 Needles is part of the Enmity Combo
- Rage stance allows Blue Mage to go all out on DPS and cast spells AT WILL, with increased Potencies; this is a risk however.
- Only exception are Goblin Punch (Blue Mage's Stun Ability) Screech, and Acid, their Enmity generators, they have different CDs
• *Goblin Punch [1.5s /2.5s] - Delivers a powerful strike with a potency of 100
- • Additional Effect: Stun
• Screech [1.5s / 2.5s] - Delivers a piercing noise that strikes enemies within range with a potency of 40
- o Additional Effect: Disorientation
- o Additional Effect: Increased Enmity
• *Shadow Claw [1.5s / 2.5s] - Deals shadow damage with a potency of 105 (Combo 210) that inflicts Bio.
- -[Rage Combo #1]
- o Additional Effect: Bio
- o Bio Potency 10
- o Duration 21s
• *Poison Claw [1.5s / 2.5s] – Deals a double slash attack with a potency of 105 (210 Combo) that inflicts Poison.
- -[Serenity Combo #1]
- o Poison Potency: 10
- o Duration: 21s
• *Quasar [1.5s / 2.5s] Deals non-elemental damage to enemy with a potency of 110 ( 220 Combo)
- [Rage Combo #2]
• *Laser Eye [1.5s / 2.5s] Deals Light damage to enemy with a potency of 110 (Combo 220).
- [Serenity Combo #2]
• *Magic Hammer [1.5s / 2.5s] - Damage unaspected dealt with a potency of 130 (Combo 260).
- -[Rage Combo #3]
- o Additional Effect: 15% Damage Dealt Transmitted to MP.
• Lifebreak [4.5s / GCD 2.5s] – Delivers unaspected damage with a potency of 130 (Combo 260).
- -Serenity Combo #3
- o Additional Effect: 15% Damage Dealt Transmitted to HP
• 1,000 Needles [3.5s / GCD 21s] - Deals damage with a potency of 280 that reduces by 50% on the 2nd enemy, and then 20% on the rest of the enemies within range.
- o Additional Effect: increased Enmity.
• White Wind [3.5s / GCD 21s] - Restores HP to all targets within range.
- o Cure Potency: 480
- o Additional Effect: Increased Enmity.
• *(Learned Spell) - [1.5s/ 2.5s] (MP 480) Allows Blue Mage to manipulate a new Blue Magic Spell Learned from current stance for the finisher.
- Finisher
• Acid [1.5s / 2.5s] Delivers an Area of Effect Damage with a potency of 130.
- o Additional Effect: Increased Enmity
- o Additional Effect: Damage Over Time Potency 45
- o Duration: 15s
-
[Other Notes on Spells] *Interesting Read
-“Screech” is their version of Flash / Unleash / Overpower
“Acid” upon striking first enemy with a potency of 80, a pool of acid is spread on the ground that damages any enemy on that acid.
During the combo; Shadow Claw inflicts: Bio Damage
During the combo; Poison Claw inflicts: Poison Damage
Magic Hammer grants a 15% MP Absorption during Combo [When used outside Combo: Magic Hammer returns 10% of MP]
Lifebreak grants a 15% HP Absorption during combo
[Weapon Skills Abilities]
*So the Weapon Skills are connected with the Correlation Tome, so two Weapon Skills are in a combo with Serenity or Rage, and then the last two in the rotation are a Weapon Skill and the “Learned” Blue Mage ability.
*The first Weapon Skill: Clautraphlare, enhances Potency depending on the strength of the Synchronization Alignment, 1~4% increase, each tier enhances it.
--
• Clautraphlare [2.5s] [60TP / 60MP] – Meditating in the Azure Arts, an ignition of Magic begins his rotation with a magical infused physical strike:
- o Delivers an attack with a potency of 150
- o Additional Effect: Synchronization Potency +1~4%
- o Combo Action: Goblin Punch
• Upward, Downward Break [2.5s] [TP60] – Delivers a twofold attack with a potency of 100.
- o Additional Effect: Increased Enmity
- o Combo Potency: 200
• Thorgen [2.5s] [200TP] – Delivers a Ranged Attack with a potency of a potency of 120.
*Pretty much slings the hammer at the target =)
- o Additional Effect: Increased Enmity
- o [Enhanced Thorgen] Has a 40% Chance to occur.
- Electrocute: Inflicts lightning damage to enemies within range with a potency of 50
- Additional Effect: Increased Enmity.
• Hexa Strike [2.5s] [120TP] – Delivers an six-fold attack with a potency of 120
- o Combo Action: 320 [Rage / Serenity]
• *Stardivider [2.5s] [60TP / 60MP] – Delivers an attack with a potency of 200
- o Additional Effect: 10% MP Drain
- o Combo Action: 340 [Serenity]
• *Geriskogul [2.5s] [60TP / 60MP] – Delivers a magic driven impalement with a potency of 100.
- o Combo Action: 340 [Rage]
- o Additional Effect: 10% HP Drain
• Drakensfiend [2.5s] [160TP] – Delivers a threefold attack with a potency of 130.
o
- Combo Action: 490
- *Serenity Finisher: Stone Breath – Deals Stone Damage with a potency of 220
- *Rage Finisher: Fire Breath – Deals Fire Damage with a potency of 220
- *Blue Finisher: Bad Breath – Deals Water damage with a potency of 220
[Rotations] *Completely Overhauled and Simplified
Enmity Generator Combo:
-Thorgen >> Enhanced Thorgen (Electrocute AoE) >> Screech >> Acid >> Begin Rotation [Blue/Serenity/Rage] >> Guard-Off >> Enmity Generator >> Commence Combo
Blue Rotation: *Blue Rotation can be a mixture of both.
- Serenity / Rage
-
So going by the 1 >> 2 >> 3 >> Blue Magic Strike
*NOTE The 3rd Weapon Skill and Blue Magic Spell changes per cycle
*These calculations done have the Synchronization Buff, just the Clautraphlare % buff.
Phase #1 (Combo Calculation: 880)
Clautraphlare >> Upward, Downward break >> Hexa Strike >> [Poison / Shadow Claw]
-
Phase #2 (Potency Calculation: 910) - 928 [w/ Claustraphlare buff]
Clautraphlare >> Upward, Downward break >> Stardivider >> Quasar / Laser Eye
-
Phase #3 (Potency Calculation: 950) - 978 [w/ Claustraphlare buff]
Clautraphlare >> Upward, Downward break >> Geriskogul >> Magic Hammer / Lifebreak
-
Final Phase #4 (Full Synchronization) (Potency Calculation: 1060) - 1102 [w/ Claustraphlare buff]
Clautraphlare >> Upward, Downward break >>Drakensfiendl >> Synchronization Finisher [Stone Breath (Serenity) / Fire Breath (Rage) / Bad Breath (Blue)
-
Serenity Rotation
-
Phase #1
Clautraphlare >> Upward, Downward break >> Hexa Strike >> [Poison Claw]
Phase #2
Clautraphlare >> Upward, Downward break >> Stardivider >> Laser Eye
Phase #3
Clautraphlare >> Upward, Downward break >> Geriskogul >> Lifebreak
Phase #4 (Full Synchronization)
Clautraphlare >> Upward, Downward break >> Drakensfiend >> Stone Breath
-
Rage Rotation
Phase #1 (Potency Calculation Total: 880)
Clautraphlare >> Upward, Downward break >> Hexa Strike >> [Shadow Claw]
Phase #2
Clautraphlare >> Upward, Downward break >> Stardivider >> Quasar
Phase #3
Clautraphlare >> Upward, Downward break >> Geriskogul >> Magic Hammer
Phase #4 (Full Synchronization)
Clautraphlare >> Upward, Downward break >> Drakensfiend >> Fire Breath
-
Four full rotations completes the Tome’s Synchronization to the Stance in play.
*Why add a finisher?
• Sort of bringing some homage to some old classic moves without button bloating
• The finishers all have a 60s recast, so it doesn’t ALWAYS happen
[Conclusion and other Fun Notes]
So this is my updated Blue Mage Tank concept; I enjoyed the groundwork for it and sort of simplified it, reduced its flashiness, and added some Tanky strategic elements to it too.
Also I took community feedback and feedback from my best friend; he told me sort of simplifying it and making it easier to comprehend is always a plus. Also adding some strategic elements for its Tank rotation would add another layer to strategy.
I also did more research on the Blue Mage, added some classic reoccurring abilities, and sort of gave it a “New Look,” but also keeping some of its “Classic” signature stuff too.
Forebode, originally was “Scan” “Scans target and anticipates its movements to enhance Shield and Parry Rate, but because of the Lore I tied in, I felt, him Foreseeing, I chose “Forebode,” instead.
Weapon Skills: I twisted some WSes around from Club skills from from FFXI, with the exception of Hexa Strike; also reworded some of the Polearm skills from FFXI, to incorporate them in a more “Hammer” like name, since being hit with an iron hammer might shake an enemy’s insides a bit… lol
Originally I had “Claustraphlare” be “Klimaform,” some of you might recognize Klimaform.
“Thorgen…?” Say what? Well, Thor? Hammer? Hammer Toss? Thorgen =D
I did part ways with the Dual Curved Sword combo; but that can always be a subject of change.
I love my good ol` classic dual sword look from FFXI. =D
Leave your comments below, and let me know what you think of it now!
Thanks ahead of time Final Fantasy XIV Community, see y’all in game.